Exemplo n.º 1
0
 private void FixedUpdate()
 {
     if (!jumping && AsteraX.GetLevel() != 0)
     {
         SimpleMove(axis, speed);
         TiltWithVelocity(axis);
     }
 }
Exemplo n.º 2
0
 static public void SendGameOver()
 {
     AnalyticsEvent.GameOver(null, new Dictionary <string, object>
     {
         { "time", DateTime.Now },
         { "score", Achievements.SCORE },
         { "level", AsteraX.GetLevel() },
         { "gotHighScore", Achievements.GOT_HIGH_SCORE }
     });
 }
Exemplo n.º 3
0
 public void DisplayLevelSettingsForTime(float time)
 {
     if (levelChangeCanvas != null && _currentLevelText != null)
     {
         levelChangeCanvas.enabled = true;
         _currentLevelText.text    = "Level " + AsteraX.GetLevel();
         Time.timeScale            = 0;
         StartCoroutine("HideLevelDisplay", time);
     }
 }
Exemplo n.º 4
0
    //normally i'd do the updating in another script, but want to save some time.
    void Update()
    {
        axis = new Vector2(CrossPlatformInputManager.GetAxis("Horizontal"), CrossPlatformInputManager.GetAxis("Vertical"));
        bool fire = CrossPlatformInputManager.GetButtonDown("Fire1");

        if (fire && !jumping && AsteraX.GetLevel() != 0 && Time.timeScale > 0)
        {
            Fire();
        }
    }
Exemplo n.º 5
0
    public void SetCurrentAsteroidCount()
    {
        string[] splitAsteroidArray = _levelProgression.Split(',');

        string splitAsteroid = splitAsteroidArray[AsteraX.GetLevel() - 1];
        string ignoreLevel   = splitAsteroidArray[AsteraX.GetLevel() - 1].Split(':')[1];

        string[] childrenAndParents = ignoreLevel.Split('/');
        targetAsteroidCount = int.Parse(childrenAndParents[0].ToString());
        targetChildCount    = int.Parse(childrenAndParents[1].ToString());
    }
Exemplo n.º 6
0
    public IEnumerator TryJump()
    {
        if (_currentJumps > 0)
        {
            OnJump.Invoke();
            _playerCollider.enabled = false;
            yield return(new WaitForSeconds(respawnTime));

            Vector3         randomPosition = ScreenBounds.RANDOM_ON_SCREEN_LOC_HALF;
            List <Asteroid> asteroids      = AsteraX.ASTEROIDS;
            int             infLoopSave    = 0;
            int             distance       = 5;
            for (int i = 0; i < asteroids.Count;)
            {
                infLoopSave++;
                if (Vector3.Distance(randomPosition, asteroids[i].transform.position) > distance)
                {
                    i++;
                }
                else
                {
                    //one was in the way so trying again
                    i = 0;
                    randomPosition = ScreenBounds.RANDOM_ON_SCREEN_LOC_HALF;
                }

                //in case it doesn't work I reduce the distance so it will spawn eventually.

                if (infLoopSave > asteroids.Count * 100)
                {
                    distance = distance >= 1 ? distance / 2 : 0;
                    Debug.Log("Distance set too high, reduced to: " + distance);
                    infLoopSave = 0;
                }
            }
            RemoveJumps(1);
            UIScript.UpdateJumps(_currentJumps);
            transform.position = randomPosition;
            OnRespawn.Invoke();
            _playerCollider.enabled = true;
            jumping = false;
        }
        else
        {
            dead = true;
            _playerCollider.enabled = false;
            SaveGameManager.CheckHighScore(_score);
            UIScript.SetFinalScore(_score, AsteraX.GetLevel());
            CustomAnalytics.SendGameOver();
            CustomAnalytics.SendFinalShipPartChoice();
            OnDeath.Invoke();
        }
    }
Exemplo n.º 7
0
    //decided I'd try to only run this on an event(aka when the value changed) so after I add the value
    //I just call it on the script I added it from. plan on making methods later to make it simpler.
    /// <summary>
    /// make sure to call this after changing variables
    /// </summary>
    public static void AchievementCheck()
    {
        if (SaveGameManager.CheckHighScore(SCORE) && !_S._newHighScore)
        {
            _S._newHighScore = true;
            AchievementSettings highScoreSettings = new AchievementSettings();
            highScoreSettings.title       = _S.highScoreTitle;
            highScoreSettings.description = _S.highScoreDescription;
            highScoreSettings.count       = SCORE;
            _S._settingsQueue.Enqueue(highScoreSettings);
            UIScript.SetGameOverText("HIGH SCORE!");
        }
        foreach (AchievementSettings setting in _S.settings)
        {
            switch ((int)setting.achievementType)
            {
            case 0:                    //LuckyShot
                if (BULLET_WRAP_COUNT >= setting.count && !setting.complete)
                {
                    setting.complete = true;
                    _S._settingsQueue.Enqueue(setting);
                    CustomAnalytics.SendAchievementUnlocked(setting);
                }
                break;

            case 1:                    //AsteroidHitCount
                if (ASTEROIDS_HIT >= setting.count && !setting.complete)
                {
                    setting.complete = true;
                    _S._settingsQueue.Enqueue(setting);
                    CustomAnalytics.SendAchievementUnlocked(setting);
                }
                break;

            case 2:                    //BulletsFired
                if (BULLETS_FIRED >= setting.count && !setting.complete)
                {
                    setting.complete = true;
                    _S._settingsQueue.Enqueue(setting);
                    CustomAnalytics.SendAchievementUnlocked(setting);
                }
                break;

            case 3:                    //Points
                if (SCORE >= setting.count && !setting.complete)
                {
                    setting.complete = true;
                    _S._settingsQueue.Enqueue(setting);
                    CustomAnalytics.SendAchievementUnlocked(setting);
                }
                break;

            case 4:                    //LevelsComplete
                if (AsteraX.GetLevel() >= setting.count && !setting.complete)
                {
                    setting.complete = true;
                    _S._settingsQueue.Enqueue(setting);
                    CustomAnalytics.SendAchievementUnlocked(setting);
                }
                break;

            default:
                break;
            }

            UIScript.UnlockToggleFromAchievement(setting);
        }
        SaveGameManager.Save();
    }